Hey guys, I'm trying to make a blueprint in Unreal Engine for asset presentation. Idea in general is to make circular array of assets that will rotate to take place before the camera when player press key/mouse click. I've started with simple script for spawning static meshes around circle with even distance between each.…
@WitchDev Thank you very much, now it have more sense to me. Is there a way to check what FPS value is actually used in Timeline node. I mean we can define length in seconds but can we increase or decrease amount of frames that will be in that node?
Hello @WitchDev Thank you for your help, it's working as I wanted to! Can you help me with explanation on this piece inside Event Graph If I understand it right, this is the place where we get our delta from last rotation. But I thought that value that came from Rotation output in Timeline node is always between 0 to 1.…
I'll make an example that hopefully clarifies what is happening: For simplicity, your timeline is linear going from zero to one in one second. Let's assume you have 4 frames per second, the rotation values you get from your timeline will be: 0.25, 0.5, 0.75 and 1.0 add them all together and you get a total of 2.5.Let's…
Your construction script is fine, but your rotation is speeding up because your timeline goes from zero to one and therefore adds a larger rotation every single frame.You need to calculate a delta from the rotation in the last step instead and add that to your current rotation. (timeline should start at zero and end at…
The value is random because your frame rate varies each time you run it and the large difference at the end depends just on how close the second to last tick was to the end time of the timeline.the timeline runs for 1 second, you have roughly 10 fps. One time you could have a frame 0.91 seconds after the start of the…
@WitchDev Thank you so much. Can you please explain one more thing. I'm watching values that go to Delta rotation input. After each time in the end of animation value is random, doesn't it meant to be constant?
I don't think you can, the FPS is just whatever fps the game is running with and will always vary to some extent. Unreal Engine is designed such that a wide range of framerates is supported and a game can run fine whether it runs at 30fps or 300fps.